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Author Topic: Flan - Multi-layer tilemap editor for Flixel [Win/Mac]  (Read 22270 times)
nitram_cero (2bam)
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« on: Sun, Aug 2, 2009 »

I present you...
Flan Map Editor - Alpha 8.3

It's a multi-layer tilemap editor, specially built for the Flixel framework.



Key features:
Multi-layer; Sprites; Parallaxing; Flixel compatible; Save/Load from ".flan" or CSV text; AS3 code generation.
Import already made CSVs (Flixel tilemap format).
Once configured, exporting just takes 1 click.
Configuration is saved to the ".flan" file, so multiple projects can be opened at once/export to their appropiate folders.
All versions have backward compatibility for .flan files.

Download Windows/Mac OS X executable

Read the step by step tutorial

Hacked Flixel's Mode to show the multi-layer end experience (Flash)

Mini-game to show the multi-layer, parallaxing and spriting end experience (Flash)


Feature requests go here

All feedback is well appreciated, but take into account that it's an early alpha, expect a lack of features for now.

Regards
-Martín  Grin
« Last Edit: Thu, Dec 10, 2009 by nitram_cero » Logged

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« Reply #1 on: Mon, Aug 3, 2009 »

I'd like your editor  Cheesy. It's really nice.
I haven't try to load in the game yet, but the level designer it sure does work. Only one thing, it does consume some of the CPU. I feel kinda slow when I set some tile on the map. The CPU jumps up when I move over the main window.

Keep up it the good work. I'll try this later on my own project. Cheers  Grin
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Tyraelic
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« Reply #2 on: Mon, Aug 3, 2009 »

Hey man am having issues getting the MapTest class to find the png image file getting this error

unable to resolve '../Flash_game creator_stuff/Eclipse/Workspace/Mode/data/tiles_all_test.png' for transcoding

any idea what may be causing this issue, do i need to save the image file somewhere else?
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ahref
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« Reply #3 on: Mon, Aug 3, 2009 »

Quote
This software is free for personal/educational/non-commercial use only.
For commercial use, contact me. (really low prices!)

Oh dear. With Flixel being an MIT license your different license might add some confusion. Otherwise excellent.
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« Reply #4 on: Mon, Aug 3, 2009 »

Man, I would definitely pay for a good level editor.  This one blows my little attempts to hell and back.

Surely a commercially viable product in the works here.  Especially afer the flixel developer base increases.

Have you put any thought into how one would create FlxSprite objects in an editor?  I use XLM data for my little editor and pass the pertinent variables to the sprite's constructor depending on what the root element name thing is.

I imagine it is even possible to pass tilemap data as XML data...

Forgive my musing.  Good apps get my noodle a swimming.
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« Reply #5 on: Mon, Aug 3, 2009 »

I imagine it is even possible to pass tilemap data as XML data...

No reason you can't stick the data in an XML node. It's just text separated by commas.
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Mr Dumle
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« Reply #6 on: Mon, Aug 3, 2009 »

How much would it cost?
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nitram_cero (2bam)
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« Reply #7 on: Mon, Aug 3, 2009 »

I'd like your editor  Cheesy. It's really nice.
...it does consume some of the CPU. I feel kinda slow when I set some tile on the map. The CPU jumps up when I move over the main window...
Keep up it the good work. I'll try this later on my own project. Cheers  Grin
Thanks! Grin
Yes, It's a bit CPU consuming, I have to optimize de "rendering" code. But at least when you're not on the editor it doesn't (you can use other programs while this is minimized). That would be a drag.
I'll try my best to solve this issue, but I'm not that good with GUI painting and also it's not hardware accelerated. If I can't solve it, I would try to implement it with SDL with HW rendering activated.

Hey man am having issues getting the MapTest class to find the png image file getting this error

unable to resolve '../Flash_game creator_stuff/Eclipse/Workspace/Mode/data/tiles_all_test.png' for transcoding
I believe this happens if you use the image in a different volume. I think I added a warning message box if this happens for the upcoming Alpha 2.
If you have your code/tiles in one Volume (e.g. "C:") you should use images that are also there.

If it's not that, try chaning all the "/" for "\\"... perhaps it has to do with the path itself?
I'll wait your feedback

Good luck and thanks!

Have you put any thought into how one would create FlxSprite objects in an editor?  I use XLM data for my little editor and pass the pertinent variables to the sprite's constructor depending on what the root element name thing is.

I imagine it is even possible to pass tilemap data as XML data...
Yes... I've been thinking in a way to add sprites, but haven't put much mind into it yet.
Exporting to XML would be a nice feature, it's not my top priority but it would definetly be a good thing to add.
I think it would be raw AS3 calls in the map class, like inside a "function addLayersWithEntities(state:FlxState)"


Oh dear. With Flixel being an MIT license your different license might add some confusion. Otherwise excellent.
Man, I would definitely pay for a good level editor.  This one blows my little attempts to hell and back.

Surely a commercially viable product in the works here.  Especially afer the flixel developer base increases.
How much would it cost?

To answer you all (Thanks for the interest):

I know it may be confusing, but prices are like 8 bucks per licence for your whole life (all updates included).
If you are going to sell your product, probably your target is win more than 8 bucks...
Maintaining/expanding Flan takes some time. People usually do not donate, so I think that charging a little fee for my work is not completly nuts.
Besides that, it's totally free for free projects.
No need to pay upfront neither, but if you're making hundreds of dollars... and still using it, you could buy it Roll Eyes.


 1 licence:  $8    USD/seat
 2 licences: $7    USD/seat
3+ licences: $5.50 USD/seat
(See the page for updates)

No need to be on the same company; You can team up with 3 friends and buy 3 licences for 16.5 USD.
All updates are free of charge, and the licence has no time limit.

Besides all that, the most important thing is that you'll be supporting the application's development
(i.e. I don't have a "constant" job, this is not just a hobby for me Grin)

Thanks to you all for your support!
-Martín Smiley

Side note:
Alpha 2 is coming soon
Already implemented features:

* Per layer parallaxing (offset + scroll factor)
* Optional generation of a base map class for OOP multiple map loading
(e.g.:
var mapLevels:Array = [MapLevel1, MapLevel2, MapLevel3]
var _map:MapBase = new (mapLevels[currentLevel] as Class);
state.add(_map.layerCommonNameBetweenAll);
)
* Fixed error in scrolling

I'll upload it tonight or tomorrow
« Last Edit: Tue, Sep 29, 2009 by nitram_cero » Logged

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nitram_cero (2bam)
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« Reply #8 on: Mon, Aug 3, 2009 »

Alpha 2 uploaded!

CHANGELOG
ALPHA 2
* Per layer parallaxing (offset + scroll factor)
* Bounds information: How much pixels does the map use? (useful for FlxG.followBounds(), exported to AS3)
* Optional generation of a base map class for OOP multiple map loading
* Fixed error in scrolling
* Better help on Properties window tabs.
* Moving one/all layer tiles by a given offset
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Karies
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« Reply #9 on: Tue, Aug 4, 2009 »

I tried a couple of editors.. but the fact to have a specific editor for Flixel is terrific!
 Good job. I'll use it
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scnclr
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« Reply #10 on: Wed, Aug 5, 2009 »

I tried out the editor and it is really fun to work with.

Some most wanted requirements to enhance working fun, that should not be too hard to implement:

 - some undo-buffer for setting tiles (good to test out things and revert them again)
 - option to "grey out" the layers you are not working on (it happened too often to me, that I smeard the right tiles at the right places, but on the wrong layer!)

Keep up the stuff!
« Last Edit: Wed, Aug 5, 2009 by scnclr » Logged

Mr Dumle
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« Reply #11 on: Wed, Aug 5, 2009 »

I tried it out and it was a lot more simple than I thought all it needs is a selection tool so that you can move chunks of tiles
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nitram_cero (2bam)
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« Reply #12 on: Wed, Aug 5, 2009 »

I tried out the editor and it is really fun to work with.
Keep up the stuff!
I tried it out and it was a lot more simple than I thought

Thanks  Cheesy

Quote
- some undo-buffer for setting tiles (good to test out things and revert them again)
- option to "grey out" the layers you are not working on (it happened too often to me, that I smeard the right tiles at the right places, but on the wrong layer!)
- all it needs is a selection tool so that you can move chunks of tiles

- The undo is on the roadmap, but after random/complex brushes. For tiles on the map is simple, but taking into account everything else, it could be a pain in the butt.

- The wrong layer thing happened to me many times. Grin
Instead of greyout I thought of directly not drawing. You can chech the Visibility tab for the things to come. Would that be ok? Not drawing layers is faster (and easier for me) than graying them out.
You can "hide" them (Layers tab) for now, so you know where you're working on.
The layer name on the "Editing Layer:" at the main window is fixed on Alpha 3, also it wont let you paint on hidden layers.

- The selection tool is also on the roadmap, it's really useful. That and a bucket tool are mandatory.

Thanks for the feedback guys!

The next release is going to have a kickass rendering improvement so it doesn't kill the CPU and it goes faster!
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nitram_cero (2bam)
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« Reply #13 on: Thu, Aug 6, 2009 »

-- Maps are always compatible with newer application versions --

ALPHA 3
* Highly improved rendering speed/less CPU eating
+ Import and export single layer CSVs. You can load your previous work to Flan!
* Hopefully fixed all scrolling and pixel offsets issues Smiley
+ New properties tab: Screen
+ Parallax testing
+ Background color in generated code using a non-scrolling color-sprite (Thanks Adam for the idea!)
+ Layer limits outlined
* Fixed incorrect name shown at "Editing layer" in the main window.
* Can't draw on hidden layers
« Last Edit: Thu, Aug 6, 2009 by nitram_cero » Logged

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Tyraelic
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« Reply #14 on: Fri, Aug 7, 2009 »

cheers for this lovely program nitram_cero.  It is very useful and i manage to sort out my previous problem loading in image files.  Using this everyday to whip up some levels, currently working on a little temple platformer.  Gonna hopefully start posting some games once i decided what stlye i want to work on properly,  every update is a step in the right direction.  Thanks alot and look forward to the next version
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